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Fister Roboto
Feb 21, 2008

Also the first pirate spawn happens after 10 years and prioritizes spawning in a system that doesn't connect to an empty system. You can block off a 2 energy shithole and park your fleet there and dust them the moment they spawn. After that it's free minerals and energy and even some tech every few years. If anything, pirates are too easy and predictable.

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Fister Roboto
Feb 21, 2008

Is this the patch that adds a way to deal with spaceborne organisms besides murdering them? Didn't see it in the patch notes.

Fister Roboto
Feb 21, 2008

Jabarto posted:

Why can't I research the Living Metal tech? I found a deposit from an anomaly over 150 years ago and the tech option never came up.

It can't come up naturally in your tech options, it has a weighting of 0 and no modifiers. I think it can only be added by event.

Fister Roboto
Feb 21, 2008

OwlFancier posted:

AoE attacks would be an interesting option though I think, in that you could sort of model them as "this weapon gains a bonus the more enemy ships there are in a fight" because obviously actual area effects in a game where you can't control your positioning would be a bit daft.

I remember waaaay back in the original MOO, you had streaming weapons as a counter to small ship swarms. Basically if you had a single normal gun that did 100 damage to a stack of 10 HP tiny ships, you'd only destroy one of them and the overkill damage would be wasted. But streaming weapons applied the overkill damage to the next ship in the stack and so on until you ran out of damage. Something like that would be a good counter to corvette spam.

Fister Roboto
Feb 21, 2008

I'm really looking forward to Stellaris Infrastructure Week.

Fister Roboto
Feb 21, 2008

After playing around with it a little, it looks like the resource overview doesn't update when you make changes to your pops until the end of the month, which is kind of frustrating.

Fister Roboto
Feb 21, 2008

Since unemployed pops do literally nothing except lower stability, it would be really nice to get some kind of UI notification that a planet's jobs slots are full so that you can build more BEFORE the next pop is created.

Fister Roboto
Feb 21, 2008

Not gonna lie, this kind of feels worse than tiles. If I need to adjust production around, say for example I want more alloys, then I need to find a planet that has slots for alloy jobs, and there's no easy way to find this information. I have to go through each of my planets to find the empty alloy factories, or places where I can add more. There needs to be some kind of labor overview that shows all of my pops regardless of planet.

Fister Roboto
Feb 21, 2008

Alloys are a really tight bottle neck for early expansion. You need 100 for every outpost and 200 for every colony ship, 100 for science and construction ships, 200 to upgrade an outpost to a starbase, and ~100 for corvettes. Definitely don't switch to civilian economy at the start, and maybe think about switching to military economy instead.

Fister Roboto
Feb 21, 2008

Asimo posted:

How do you put/assign pops into jobs though? Or it that just automated behind the scenes based on what's open?

It's under the population tab of the planet window. But it is mostly automated, and the AI actually does a pretty good job of covering for shortfalls. If you're short on food, build a farm district, and the AI will shuffle pops around (though you might end up short in other places now). Also if you're short on any resource and have way too much of another, you can always trade by clicking on the resource bar at the top. It's pretty inefficient, but since this new economy is all one big balancing act between several different variables, it can help out a lot in a pinch.

Fister Roboto
Feb 21, 2008

Hey why do democratic governments suck so much? Why does my awesome president with the traits that reduce both starbase and edict costs get replaced by my one of my scientists who's only ruler trait is Eager? Why did I sink 100 influence into this election, thinking it would pay off, only to get hosed by a die roll? Why is my previous president not even in the running for the next election?

Seriously, why all these things that suck a ton?

Fister Roboto
Feb 21, 2008

OwlFancier posted:

Not having control of your ruler is literally the point of democracy, in return you get to fulfil their demands which nets you extra unity and you can also go all in on egalitarian and parliamentary system for massive influence gains.

I'm fine with that, but maybe also having your pool of candidates pull from literally every leader anywhere is a bad idea?

e: like just generate some random dudes and maybe pull from the list of governers, but don't have the guy that I hired specifically to be really good at probing anomalies run for president and win for no loving reason.

Fister Roboto fucked around with this message at 04:35 on Dec 11, 2018

Fister Roboto
Feb 21, 2008

There are better ways to implement it is all I'm saying. Also no, if I'm paying someone to look at space dust, they'd better be looking at space dust and not campaigning for election.

Fister Roboto
Feb 21, 2008

I really don't care about whatever roleplaying justification you guys come up with, I just want one of the forms of government available in-game to not objectively suck.

Also there's no benefit for democracy in-game other than maybe getting a pittance of unity every 10 years in exchange for building some districts you don't need.

Fister Roboto fucked around with this message at 04:59 on Dec 11, 2018

Fister Roboto
Feb 21, 2008

You're going to have to explain to me how I get more influence then.

Fister Roboto
Feb 21, 2008

OK that is pretty good then.

The leader thing is still bullshit though.

Fister Roboto
Feb 21, 2008

They should get rid of leaders entirely. Great man theory has no place in the glorious future of fully automated luxury gay space communism etc etc

But seriously, leaders have never been particularly compelling in this game, they're just bonuses that you put in a slot somewhere. It seems like they're only in the game because MOO2 had them.

Fister Roboto
Feb 21, 2008

The weighting for techs that exploit rare resources (motes, gasses, crystals) seems to not be particularly well thought out. I keep getting the techs for the buildings that require the resources long before I find those resources, and then when I do find them, the techs for actually mining them never show up.

Fister Roboto
Feb 21, 2008

Clarste posted:

"God, no. It just fits more people inside the building."

Yeah this is a really weird thing for me too. Technological advancement should be all about making labor more efficient, so that you can have more people doing other things like researching or producing culture. Instead it's kind of the exact opposite?

Fister Roboto
Feb 21, 2008

I guess that's another "are you talking about real life or the game?" post for me.

Fister Roboto
Feb 21, 2008

AAAAA! Real Muenster posted:

Does that bunkerbot ever come back up if you let it hum along?

Yes, it sets a flag for a later event to pop up. But it also sets that flag for the other options. So the third option to get nothing is just a trap.

Fister Roboto
Feb 21, 2008

jokes posted:

Is there a natural mechanic to make workers turn into specialists even if there's plenty of worker jobs available? My homeworld turned into a huge research world but I still always had like 30 jobs available for workers.

I'm pretty sure what happens is that lower class pops automatically and instantly promote if there are middle or upper class jobs available. It's kind of weird considering that it takes five years to demote a pop.

Fister Roboto
Feb 21, 2008

Keep building robots because population is king. Give all your organic species the utopian abundance living standards so that they actually produce something while they're unemployed.

Fister Roboto
Feb 21, 2008

luxury handset posted:

it's not that weird - if you have one hundred people, and you create two hundred jobs, and you say "over here are the hundred jobs where you get to sit down at computer all day, and over here are the hundred jobs that involve intense manual labor" then very soon you will have one hundred empty labor jobs and one hundred full office chairs

You're not going to turn 100 coal miners into 100 software engineers overnight and for free though.

It might add more micromanagement, but I think I'd prefer a system like Vicky 1 where you could spend resources to change a pop's vocation.

Fister Roboto
Feb 21, 2008

I guess, I just don't like that there's a red icon on my planets but there's nothing I can do about it for five years, because my artisans don't want to work at Space McDonald's for a while.

Fister Roboto
Feb 21, 2008

Serf posted:

run utopian abundance and let those folks generate science

I already do that and it doesn't get rid of the icon!!!

Fister Roboto
Feb 21, 2008

sullat posted:

That reminds me. I've consecrated Uranus, but what are the benefits of doing so?

There's no benefit, but I appreciate it all the same.

Fister Roboto
Feb 21, 2008

The code for that demand looks like this:

code:
trigger = {
			owner = {
				NOT = {
					any_owned_pop = {
						NOR = {
							has_living_standard = { type = living_standard_stratified }
							has_citizenship_type = { type = citizenship_slavery }
							has_citizenship_type = { type = citizenship_purge }
						}
					}				
				}
			}
		}
If I'm interpreting it correctly, has_citizenship_type = { type = citizenship_purge } will return TRUE since you're purging someone, and NOR will return FALSE if any of those conditions is TRUE, and then NOT will flip it to TRUE.

So it could be a bug!

Fister Roboto
Feb 21, 2008

AAAAA! Real Muenster posted:

In a completely different vein, does "Pop Growth from Emigration" mean that the pop growth effect from emigration is stronger with no other modifiers, or does it also affect the negative modifier when pop growth on a different planet is lowered because of migration to another world? Essentially, does the "Pop Growth from Emigration" essentially help create new pops faster where emigration is a thing without any negative consequences other places? Following on that, I have to wonder if it is that good of a modifier compared to other things, especially if it is multiplicative instead of additive.

If you have +15% to growth from immigration, then the origin planet will lose 1 growth per month and the destination will gain 1.15.

Fister Roboto
Feb 21, 2008

It is kind of weird that the growth curve is completely flat. With all else being equal, a planet with 1 pop will take the exact same amount of time to grow to 2 as one with 99 does to grow to 100.

Fister Roboto
Feb 21, 2008

Here's a suggestion: instead of planetary decisions being a button with an up front cost and having to renew them when they expire, just make them a toggle with a cost over time. So Encourage Planetary Growth would go from being 10 years of +25% growth at the cost of 1000 food to being +25% growth at the cost of 8 food per month. Maybe make it so that when you turn them on they have to stay on for 10 years like other policies. Some of these decisions are really powerful, and it's frustrating that there's no alert for when they expire, and paying for the cost over time would be a lot easier than saving up for the up front cost every 10 years.

Fister Roboto
Feb 21, 2008

nm

Fister Roboto
Feb 21, 2008

GunnerJ posted:

OK, so as long as what I was doing at the early phases was the right thing, that's less stressful. I don't think the weird stress about not being optimal comes from lacking tiles so much as there being more resources needed and fewer spaced to build things to produce them. It's not a bad change overall just not used to it yet.

There are so many variables in this system now that it's going to be insanely hard to optimize things and be proactive rather than reactive.

I think the best advice for people who are trying to figure things out, as someone who is also trying to figure things out, is to use the market liberally. It's really inefficient, but sometimes it can save you from sitting around waiting for numbers to go up if you get bottlenecked somewhere.

Fister Roboto
Feb 21, 2008

Oh also another little thing I just noticed is that the planetary AI seems to overemphasize clerk jobs. When you build a specialist building, it will tend to promote pops from the other three districts before it promotes clerks. Clerks only produce 2 amenities and 2 trade value base, which is only 2-3 energy and like +1-2% stability in the early game. Even if you're lacking amenities (which also isn't a very big deal until your planets get really big) it's probably a good idea to avoid clerks if you can. They're basically filler jobs.

Fister Roboto
Feb 21, 2008

Mayor Dave posted:

Can fanatic egalitarians even turn on forced resettlement? I literally don't remember

They can, and it only makes your progressive faction a little upset. They go from +10 to -10 happiness, which is, at the absolute most, a loss of 1.05 influence per month. That's a pretty fair tradeoff considering egalitarians get a bonus to influence from factions.

Fister Roboto
Feb 21, 2008

DatonKallandor posted:

Clerks aren't specialists. And if you switch to the consumer goods trade policy, they are a worker tier job, that is extremely building slot efficient, which produces both amenities (raising the output of the entire planet) and energy and consumer goods (a normally specialist-only resource that also usually needs to be converted from minerals). Clerks are amazing.

That's a good point but I still wouldn't call them amazing. 1 pop producing 0.5 consumer goods (for the opportunity cost of 1 energy) doesn't sound that great. And like I said, amenities don't really matter until your planets get big. In the early game you definitely want your pops out in the fields gathering raw resources.

Fister Roboto
Feb 21, 2008

ZypherIM posted:

Here is 1000$, you're moving to Flint, MI.

People literally get paid to live in Alaska.

Fister Roboto
Feb 21, 2008



So uh, how pissy do militant isolationist stagnant ascendancies get if I have a border with them? I guess I'm about to find out the hard way because this is literally my only way out of here.

Fister Roboto
Feb 21, 2008

Ham Sandwiches posted:

I never understood why in a game like Stellaris, about reaching out to the stars and building ringworlds and poo poo, considerations like "Wait, are you getting the citizen's consent before moving them" even feature. Like why? Who cares. Post #107 in me saying "SOTS did the worldbuilding better for my tastes, and lol if you look at that worldbuilding."

There's no like "wait is the militarist faction unhappy" it's more like "My feudal monkey warriors are going to beat the poo poo out of the psychic rats next door" and I don't know why but just, having those societies be static and functional and not modeling alllllll the strife and crime and slavery and relocation sadness and overcrowding and and "this pop is unhappy because he is vegan and his dietary choices are not well represented in the mess hall" stuff.

Anyway I get that ship has sailed and Stellaris has embarked on this bold new direction, you are violating a sapient's being will by telling them to move where the housing is, even though lol at the idea of housing being a serious constraint when you're farting around in space building shields around suns and ringworlds. It makes sense in Vicky because yeah in Victorian rear end backwards earth, housing sucked. "Species can figure out how to explore space and do faster than light travel. Housing though? And even worse, getting people to live where the housing is? Still a mother fucker" doesn't resonate as a problem societies would be struggling with in 2300 for hundreds of years.

Because that's one of the challenges you have to overcome? It's not really a game if there isn't some form of challenge, and this is one of the forms that paradox has given to them. It's like you're asking why Mario has to jump over pits.

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Fister Roboto
Feb 21, 2008

binge crotching posted:

They get very upset, but only if you actually border them. Just skip that one system with the planet and keep expanding out from there.

But... pretty borders...

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